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In my previous wall of text:
http://www.project1999.org/forums/sh...d.php?t=120802 I described a ruleset where each starting city was its own team but cross teaming was allowed under certain conditions. That ruleset got a bit convoluted so I decided to simplify it. Each starting city will be its own team but it may cross team with other cities in its faction. However, each faction is prevented from cross teaming outside its own faction via hard coding. Evil faction starting cities 1. Grobb 2. Oggok 3. Neriak 4. Paineel Good faction starting cities 1. Rivervale 2. Qeynos 3. Felwithe 4. Kelethin 5. Kaladim Neutral faction starting cities 1. Surefall Glade 2. Halas 3. Erudin 4. Ak'Anon 5. Freeport The evil faction is shorted one starting city with the knowledge that, once Kunark is released, the evil faction will add Cabilis and each faction will have 5 starting cities. As Sirken noted during the round table, the evil team is always going to attract the most players, so it will survive initially having only 4 starting cities, especially since most would consider Felwithe and Kelethin to be a single metropolis for the good faction and Surefall Glade is a weak prize for the neutral faction. To keep it relatively simple to code, don't change any of the available races or classes for each city. Qeynos is a good city so the good faction gets SKs. However, good faction gets no shamans and evil faction gets no bards... tough luck. Again, to be clear, the teams are soft coded within their own faction, meaning a Qeynos human can choose to KOS halflings but also has the option to group, guild with and cast beneficial spells on halflings. A Qeynos human is prevented by hard coding from grouping, guilding or casting beneficial spells on any member of the evil or neutral factions. | ||
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Last edited by Aenor; 09-06-2013 at 08:06 AM..
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